Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Possessor Bonus Class 1.7.4Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Nightmare Adventure |
Sex | Male |
Race | Higher |
Class | Doombringer |
Level / Exp | 18 / 25% |
Size | medium |
Lifes / Deaths | Killed by red jelly at level 17 on the 22nd Haze 122nd year of Ascendancy at 01:59 2 / 4Killed by corrupted sandworm at level 18 on the 26th Haze 122nd year of Ascendancy at 16:01 Killed by Seele at level 18 on the 26th Haze 122nd year of Ascendancy at 16:58 Killed by Seele at level 18 on the 26th Haze 122nd year of Ascendancy at 17:03 |
Primary Stats
Strength | 51 (base 43) |
Dexterity | 11 (base 10) |
Constitution | 19 (base 16) |
Magic | 43 (base 33) |
Willpower | 17 (base 10) |
Cunning | 19 (base 11) |
Resources
Life | 612/612 |
Stamina | 168/168 |
Vim | 185/185 |
Healing Factor | 1.1291723257555 |
Regeneration | 2.54063773295 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -66.666666666667% |
Spell | 0% |
Global | +100% |
Vision
Sight | 11 |
Lite | 3 |
Infravision | 1 |
Offense: Mainhand
Damage | 82 |
Accuracy | 35 |
Crit Chance | 10% |
APR | 2 |
Speed | 1.00 |
Offense: Spell
Spellpower | 37 |
Crit Chance | 4% |
Speed | 1 |
Offense: Mind
Mindpower | 19 |
Crit Chance | 4% |
Speed | 1 |
Offense: Damage Bonus
Physical | +9% |
Arcane | +4% |
Mind | +4% |
All | 0% |
Defense: Base
Armour (hardiness) | 33.08934837382 (81.151787968034%) |
Defense | 5 |
Ranged Defense | 5 |
Fatigue | 20 |
Physical Save | 28 |
Spell Save | 25 |
Mental Save | 20 |
Defense: Resistances
Blight | + 6%( 70%) |
Arcane | + 7%( 70%) |
Mind | + 6%( 70%) |
All | 0%( 70%) |
Lightning | + 12%( 70%) |
Light | + 14%( 70%) |
Temporal | + 6%( 70%) |
Physical | + 1%( 70%) |
Darkness | + 11%( 70%) |
Fire | 0%( 70%) |
Nature | + 6%( 70%) |
Defense: Immunities
Pinning Resistance | 40% |
Instadeath Resistance | 100% |
Knockback Resistance | 87% |
Stun Resistance | 20% |
Disarm Resistance | 40% |
Poison Resistance | 20% |
Blind Resistance | 15% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 570% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 63 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 129 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. |
Class Talents
Corruption / Torture | 1.30 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Heart of Fire | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Corruption / Shadowflame | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Corruption / Fearfire | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Corruption / Brutality | 1.30 |
| 2/5 |
| 4/5 |
| 5/5 |
| 0/5 |
Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Corruption / Oppression | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Higher | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Corruption / Demonic strength | 1.30 |
| 1/5 |
| 2/5 |
| 2/5 |
| 4/5 |
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 1/5 |
| 0/5 |
Corruption / Hexes | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 0/5 |
| 3/5 |
| 3/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You do not remember much of your life before you were on this burning continent, floating in the void between worlds. You have been helping demons, happily participating in their experiments to shatter some sort of shield preventing them from taking their righteous revenge on Eyal. Ashes in the WindYou are being taken by your handler to the torture-pits to help them figure out how to cause the most pain to those on Eyal, when you hear a roaring above you; you look up and see a burning meteor, flying closer, and the demons' spells failing to divert its course! It lands near you, knocking you off your feet with its shockwave and killing your handler instantly. As you recover, and your platform of searing earth splits from the main continent, your old memories flood your mind and you come to your senses - the demons are out to destroy your home! You must escape... but not without destroying the crystal they've used to keep track of you. * You have destroyed the controlling crystal. The demons can no track you down anymore. * You have destroyed the Planar Controller. Flee now! | done |
You failed to protect the injured seer from death by skeleton mage. Escort: injured seer (level 3 of Trollmire) | failed |
You successfully escorted the lone alchemist to the recall portal on level 2 of Scintillating Caves. Escort: lone alchemist (level 2 of Scintillating Caves)As a reward you improved Magic by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved Strength by +5. | done |
You successfully escorted the repented thief to the recall portal on level 3 of Scintillating Caves. Escort: repented thief (level 3 of Scintillating Caves)As a reward you improved talent Track (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
Equipment
On feet | Brightpulverizer (0 def, 3 armour) Brightpulverizer (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +3 Wil +3 Cun +3 Con dps ---------- Dmg.mod +9% physical Melee Ret 4 light 8 fire ----- def ----- Armour +3 Fatigue +2% Phys.save +6 (+3 eff.) Spell.save +5 (+3 eff.) Mind.save +5 (+2 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Quiver | flaming pouch of iron shots (20/20, 15-18 power, 1 apr) flaming pouch of iron shots (20/20, 15-18 power, 1 apr)3.0 T1 shot ammo [Ego] Arcane Power 15.0 - 18.0 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +1 Crit +4.0% Capacity 20 On Hit.r1 +7 fire Shots are used with slings to pummel your foes to death. |
Light source | Planar Beacon Planar Beacon1.0 lite [Unique] Arcane While equipped: ---------- misc Light +3 Fearscape Shift: Level 2.6 Pwr.cost 25 out of 25/25. Range 6 Travel.spd instantaneous Is a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 97.61 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 97.61 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
On head | Stormquell (0 def, 5 armour) Stormquell (0 def, 5 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: ----- def ----- Armour +5 Fatigue +5% Resists +12% lightning +6% temporal +6% nature +6% blight Stun/Frz- +20% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | elm totem of healing [power 110] (15 cooldown) elm totem of healing [power 110] (15 cooldown)2.0 T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 110 Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. |
On fingers | rogue's steel ring of tenacity rogue's steel ring of tenacity0.1 T2 ring jewelry [Ego] Master While equipped: Stats +2 Cun ----- def ----- Defense +4 (+4 eff.) Max.HP +24.00 Disarm- +20% Pinning- +20% Knockbk- +26% Rings make your fingers look great! |
On fingers | Xeruriawyn the copper ring Xeruriawyn the copper ring0.1 T1 ring jewelry [Rare] Master While equipped: ----- def ----- Mind.save +3 (+1 eff.) Max.HP +20.00 HP.reg +2.00 Heal.mod +5% Poison- +20% Disarm- +20% Pinning- +20% Knockbk- +21% Rings make your fingers look great! |
Around waist | Mighty Girdle Mighty Girdle1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
In main hand | thought-forged steel greatsword of massacre (31-50 power, 2 apr) thought-forged steel greatsword of massacre (31-50 power, 2 apr)3.0 T2 greatsword 2H weapon [Ego] Master/Psionic Power 31.0 - 49.6 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% Melee+ +7 mind On Hit: * 16% chance to reduce all saves and defense by 13 While equipped: Stats +3 Cun +3 Wil Massive two-handed swords. |
On hands | psychic's iron gauntlets of magic (+2) (0 def, 1 armour) psychic's iron gauntlets of magic (+2) (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Ego] Arcane/Psionic While equipped: Stats +2 Mag dps ---------- Melee+ 6 mind Dmg.mod +4% arcane +4% mind ----- def ----- Armour +1 Fatigue +1% Resists +6% mind Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | prismatic steel plate armour of resilience (0 def, 9 armour) prismatic steel plate armour of resilience (0 def, 9 armour)17.0 T2 massive armor Reqs Massive armour training [Ego] Arcane/Nature While equipped: ----- def ----- Armour +9 Fatigue +22% Resists +11% light +11% darkness Max.HP +20.00 A suit of armour made of metal plates. |
Cloak | Falohad (1 def, 0 armour) Falohad (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: Stats +2 Str dps ---------- Phys.pwr +5 (+2 eff.) ----- def ----- Defense +1 (+1 eff.) Resists +3% light +1% physical Phys.save +6 (+3 eff.) Die.at -60.00 life Max.HP +31.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | copper amulet of manastreaming copper amulet of manastreaming0.1 T1 amulet jewelry [Ego+] Arcane While equipped: Stats +2 Mag dps ---------- S.pwr/crit +2 ---------- misc Mana/turn +0.10 Max.mana +20.00 Amulets make your neck look great! |
Inventory
heroism infusion of the warrior (die at -338; dur 5; cd 25) heroism infusion of the warrior (die at -338; dur 5; cd 25)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 25 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 5 turns. While Heroism is active, you will only die when reaching -338 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 338 life, 5 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the wizard (speed 549%; cd 18) movement infusion of the wizard (speed 549%; cd 18)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 549% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion (heal 172; 12 cd) regeneration infusion (heal 172; 12 cd)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 172 life over 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
biting gale rune of the titan (damage 89; dur 4; cd 18) biting gale rune of the titan (damage 89; dur 4; cd 18)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to direct a cone of chilling stormwind doing 88.80 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the wizard (absorb 71; cd 14) shatter afflictions rune of the wizard (absorb 71; cd 14)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 71 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune (absorb 118; dur 3; cd 17) shielding rune (absorb 118; dur 3; cd 17)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 118 damage for 3 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune (absorb 50; dur 3; cd 14) shielding rune (absorb 50; dur 3; cd 14)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 50 damage for 3 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
cleansing copper amulet of strength (+3) cleansing copper amulet of strength (+3)0.1 T1 amulet jewelry [Ego] Nature/Disrupt While equipped: Stats +3 Str ----- def ----- Resists +11% nature +10% blight Poison- +20% Disease- +22% Amulets make your neck look great! |
steel amulet steel amulet0.1 T2 amulet jewelry [Normal] Amulets make your neck look great! |
Vargh Redemption Vargh Redemption0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 9.26 cold and 10.09 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 60 power out of 60/60 This azure ring seems to be always moist to the touch. |
gold ring of aether (+12%) gold ring of aether (+12%)0.1 T3 ring jewelry [Ego] Arcane While equipped: dps ---------- Dmg.mod +12% arcane ----- def ----- Resists +12% arcane Rings make your fingers look great! |
steel ring of darkness (+20%) steel ring of darkness (+20%)0.1 T2 ring jewelry [Ego] Arcane While equipped: dps ---------- Dmg.mod +10% darkness ----- def ----- Resists +20% darkness Rings make your fingers look great! |
titan's copper ring =3con= titan's copper ring =3con=0.1 T1 ring jewelry [Ego] Nature While equipped: Stats +3 Con ----- def ----- Phys.save +6 (+3 eff.) Rings make your fingers look great! |
acidic steel dagger of daylight (12-15 power, 6 apr) acidic steel dagger of daylight (12-15 power, 6 apr)1.0 T2 dagger 1H weapon Reqs Dex 16 [Ego] Arcane Power 11.5 - 15.0 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +7 light Against +10% Undead On Crit: * Splash the target with acid dealing 107 damage over 5 turns and reducing armor and accuracy by 14 Sharp, short and deadly. |
plaguebringer's dwarven-steel dagger (18-24 power, 7 apr) plaguebringer's dwarven-steel dagger (18-24 power, 7 apr)1.0 T3 dagger 1H weapon Reqs Dex 24 [Ego+] Arcane Power 18.5 - 24.1 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Melee+ +10 blight On Hit: 20% Epidemic 3 On Hit: * 10% chance to reduce strength, dexterity, and constitution by 20 While equipped: ----- def ----- Disease- +12% Sharp, short and deadly. |
steel dagger (10-14 power, 6 apr) steel dagger (10-14 power, 6 apr)1.0 T2 dagger 1H weapon Reqs Dex 16 [Normal] Power 10.5 - 13.7 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Sharp, short and deadly. |
steel dagger of erosion (12-16 power, 6 apr) steel dagger of erosion (12-16 power, 6 apr)1.0 T2 dagger 1H weapon Reqs Dex 16 [Ego] Nature Power 12.5 - 16.2 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +6 nature Sharp, short and deadly. |
Tirakai's Maul (32-42 power, 6 apr) Tirakai's Maul (32-42 power, 6 apr)5.0 T2 greatmaul 2H weapon [Unique] Arcane Power 32.0 - 41.6 Physical Uses 10% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +6 Crit +8.0% Atk.spd 100% While equipped: No gem Imbue the hammer with a gem of your choice. Uses 10 power out of 10/10 This massive hammer is formed from a thick mass of strange crystalline growths. In the side of the hammer itself you see an empty slot; it looks like a gem of your own could easily fit inside it. |
steel greatmaul (25-38 power, 2 apr) steel greatmaul (25-38 power, 2 apr)5.0 T2 greatmaul 2H weapon [Normal] Power 25.0 - 37.5 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% Massive two-handed mauls. |
balanced voratun greatsword of projection (63-101 power, 4 apr) balanced voratun greatsword of projection (63-101 power, 4 apr)3.0 T5 greatsword 2H weapon [Ego+] Master/Psionic Power 63.0 - 100.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% On Hit: * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: dps ---------- Acc +10 (+4 eff.) ----- def ----- Defense +14 (+14 eff.) Disarm- +46% Massive two-handed swords. |
throat-seeking ash longbow of dampening throat-seeking ash longbow of dampening4.0 T2 longbow 2H weapon Reqs Dex 16 Shoot [Ego+] Disrupt Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +7 Ranged+ +14 nature On Crit: * silences the target While equipped: dps ---------- Res.pen +9% nature ----- def ----- Resists +12% acid +14% lightning +12% cold +12% fire +3% all Spell.save +11 (+6 eff.) Longbows are used to shoot arrows at your foes. |
acidic steel longsword of vileness (16-22 power, 3 apr) acidic steel longsword of vileness (16-22 power, 3 apr)3.0 T2 longsword 1H weapon [Ego] Arcane Power 15.5 - 21.7 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% Melee+ +7 blight On Hit: * 6% chance to reduce strength, dexterity, and constitution by 20 On Crit: * Splash the target with acid dealing 107 damage over 5 turns and reducing armor and accuracy by 14 Sharp, long, and deadly. |
arcing voratun longsword (42-59 power, 6 apr) arcing voratun longsword (42-59 power, 6 apr)3.0 T5 longsword 1H weapon [Ego] Arcane Power 42.0 - 58.8 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 64 damage Sharp, long, and deadly. |
flaming steel longsword of massacre (22-31 power, 3 apr) flaming steel longsword of massacre (22-31 power, 3 apr)3.0 T2 longsword 1H weapon [Ego] Arcane/Master Power 22.5 - 31.5 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% On Hit.r1 +5 fire Sharp, long, and deadly. |
vined mindstar of resolve (5-6 power, 18 apr, nature damage) vined mindstar of resolve (5-6 power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon [Ego] Nature/Psionic Power 5.0 - 5.5 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: Stats +2 Wil dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) ----- def ----- Spell.save +3 (+2 eff.) ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
cured leather sling cured leather sling4.0 T2 sling 1H weapon Reqs Dex 16 Shoot [Normal] Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 Slings are used to hurl stones or metal shots at your foes. |
steady cured leather sling of fire steady cured leather sling of fire4.0 T2 sling 1H weapon Reqs Dex 16 Shoot [Ego] Arcane/Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 Ranged+ +6 fire While equipped: dps ---------- Phys.crit +2.0% Dmg.mod +10% fire Acc +6 (+3 eff.) Slings are used to hurl stones or metal shots at your foes. |
ash starstaff (15-18 power, 3 apr, physical element) ash starstaff (15-18 power, 3 apr, physical element)5.0 T2 staff 2H weapon [Normal] Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +6 (+3 eff.) Dmg.mod +15% physical ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
ash starstaff of wizardry (15-18 power, 3 apr, temporal element) ash starstaff of wizardry (15-18 power, 3 apr, temporal element)5.0 T2 staff 2H weapon [Ego+] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +1 Mag +2 Wil dps ---------- Spell.crit +2% Spell.pwr +10 (+4 eff.) Dmg.mod +15% temporal ---------- misc Max.mana +21.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
ash vilestaff of might (15-18 power, 3 apr, acid element) ash vilestaff of might (15-18 power, 3 apr, acid element)5.0 T2 staff 2H weapon [Ego] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +9% Spell.pwr +6 (+3 eff.) Dmg.mod +15% acid ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
cruel ash starstaff (15-18 power, 3 apr, physical element) cruel ash starstaff (15-18 power, 3 apr, physical element)5.0 T2 staff 2H weapon [Ego] Master Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +9% Crit.mult +11.00% Spell.pwr +6 (+3 eff.) Dmg.mod +15% physical ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
potent ash vilestaff (19-23 power, 3 apr, blight element) potent ash vilestaff (19-23 power, 3 apr, blight element)5.0 T2 staff 2H weapon [Ego] Arcane Power 19.0 - 22.8 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +9 (+4 eff.) Dmg.mod +19% blight ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
yew starstaff (20-24 power, 4 apr, light element) yew starstaff (20-24 power, 4 apr, light element)5.0 T3 staff 2H weapon [Normal] Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +9 (+4 eff.) Dmg.mod +20% light ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
chilling steel waraxe of paradox (15-21 power, 3 apr) chilling steel waraxe of paradox (15-21 power, 3 apr)3.0 T2 waraxe 1H weapon [Ego] Arcane Power 15.0 - 21.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% Melee+ +8 temporal +5 cold While equipped: ----- def ----- Resists +5% temporal One-handed war axes. |
Relgamablek the rough leather belt Relgamablek the rough leather belt1.0 T1 belt armor [Rare] Nature While equipped: Stats +4 Dex dps ---------- Phys.crit +1.0% Dmg.mod +3% physical ----- def ----- Resists +6% lightning +6% temporal Crit.chn- 15.00% Spell.save +3 (+2 eff.) ---------- misc Infravis +1 A belt that goes around your waist. |
grounding hardened leather belt grounding hardened leather belt1.0 T3 belt armor [Ego] Nature While equipped: ----- def ----- Resists +5% lightning +5% temporal A belt that goes around your waist. |
insulating hardened leather belt of the mystic insulating hardened leather belt of the mystic1.0 T3 belt armor [Ego] Arcane/Master While equipped: dps ---------- Spell.pwr +4 (+2 eff.) ----- def ----- Resists +5% fire +7% cold Mind.save +5 (+2 eff.) A belt that goes around your waist. |
Elerawe the linen cloak (1 def, 0 armour) Elerawe the linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: ----- def ----- Defense +1 (+1 eff.) Resists +6% fire Max.HP +31.00 Poison- +20% Disease- +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak 'Rimeream' (2 def, 0 armour) cashmere cloak 'Rimeream' (2 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +5 Str +2 Con dps ---------- Phys.pwr +20 (+7 eff.) Res.pen +15% cold ----- def ----- Defense +2 (+2 eff.) Phys.save +12 (+6 eff.) Die.at -20.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
mindwoven woollen robe of the mind (+12%) (0 def, 0 armour) mindwoven woollen robe of the mind (+12%) (0 def, 0 armour)2.0 T2 cloth armor [Ego] Psionic While equipped: dps ---------- Mind.crit +3% Mind.pwr +3 (+2 eff.) Dmg.mod +12% mind ----- def ----- Resists +12% mind +9% all Mind.save +17 (+8 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
slimy cashmere robe of protection (2 def, 3 armour) slimy cashmere robe of protection (2 def, 3 armour)2.0 T3 cloth armor [Ego] Disrupt/Master While equipped: dps ---------- On Melee Ret: * 5% chance to slow global speed by 38% * 6 arcane resource burn ----- def ----- Armour +3 Defense +2 (+2 eff.) Resists +11% all Phys.save +17 (+8 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
verdant woollen robe (0 def, 0 armour) verdant woollen robe (0 def, 0 armour)2.0 T2 cloth armor [Ego+] Nature While equipped: Stats +4 Con dps ---------- Dmg.mod +11% nature ----- def ----- Resists +9% all Poison- +25% Disease- +23% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
woollen robe of time (+10%) (0 def, 0 armour) woollen robe of time (+10%) (0 def, 0 armour)2.0 T2 cloth armor [Ego] Arcane While equipped: dps ---------- Dmg.mod +10% temporal ----- def ----- Resists +9% all +10% temporal A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Emeludarin the Umbraterror (0 def, 1 armour) =2con= Emeludarin the Umbraterror (0 def, 1 armour) =2con=2.0 T1 feet armor [Rare] Master While equipped: Stats +1 Cun +2 Con dps ---------- Dmg.mod +3% mind +9% fire Res.pen +5% mind ----- def ----- Armour +1 Resists +6% mind +3% darkness Phys.save +11 (+5 eff.) Mind.save +10 (+5 eff.) A pair of boots made of leather. |
Quenchmight the pair of iron boots (0 def, 3 armour) Quenchmight the pair of iron boots (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Dex +3 Cun +1 Con dps ---------- Melee Ret 6 cold ----- def ----- Armour +3 Fatigue +2% ---------- misc Light +3 Disengage: Puts all charms on 15 cooldown Level 2.0 Pwr.cost 15 out of 15/15. Range 7 Travel.spd instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 102% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of dwarven-steel boots 'Shadebiter' (0 def, 7 armour) pair of dwarven-steel boots 'Shadebiter' (0 def, 7 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Melee Ret 4 darkness On Hit (Melee): * 20 arcane resource burn ----- def ----- Armour +7 Fatigue +3% Resists +3% temporal Spell.save +18 (+9 eff.) ---------- misc Infravis +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of rough leather boots 'Anifast' (0 def, 5 armour) pair of rough leather boots 'Anifast' (0 def, 5 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +3 Str +2 Dex +2 Con ----- def ----- Armour +5 Resists +3% mind +6% nature Silence- +10% Rush: Puts all charms on 25 cooldown Level 1.3 Pwr.cost 25 out of 25/25. Range 6 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
pair of rough leather boots 'Prismbore' (15 def, 1 armour) pair of rough leather boots 'Prismbore' (15 def, 1 armour)2.0 T1 feet armor [Rare] Arcane While equipped: dps ---------- Spell.pwr +4 (+2 eff.) ----- def ----- Armour +1 Defense +15 (+15 eff.) Resists +9% light +3% darkness Max.HP +40.00 Pinning- +10% A pair of boots made of leather. |
scholar's pair of rough leather boots of speed (0 def, 1 armour) scholar's pair of rough leather boots of speed (0 def, 1 armour)2.0 T1 feet armor [Ego] Arcane While equipped: dps ---------- Spell.pwr +3 (+2 eff.) Mov.spd +25% ----- def ----- Armour +1 A pair of boots made of leather. |
rough leather gloves of dexterity (+2) (0 def, 1 armour) rough leather gloves of dexterity (+2) (0 def, 1 armour)1.0 T1 hands armor [Ego] Master While equipped: Stats +2 Dex dps ---------- Acc +11 (+5 eff.) ----- def ----- Armour +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Arthyregodentir the rough leather cap (10 def, 1 armour) =3con= Arthyregodentir the rough leather cap (10 def, 1 armour) =3con=2.0 T1 head armor [Rare] Master While equipped: Stats +2 Str +3 Con dps ---------- Mind.crit +6% Phys.pwr +4 (+2 eff.) Mind.pwr +10 (+5 eff.) ----- def ----- Armour +1 Defense +10 (+10 eff.) Fatigue +1% Spell.save +3 (+2 eff.) Heal.mod +5% A cap made of leather. |
Cyruma the Nimbusstalker (0 def, 1 armour) =4con= Cyruma the Nimbusstalker (0 def, 1 armour) =4con=2.0 T1 head armor [Rare] Master While equipped: Stats +4 Dex +4 Con dps ---------- Dmg.mod +12% lightning On Hit (Melee): * 10% chance to slow global speed by 38% ----- def ----- Armour +1 Fatigue +1% A cap made of leather. |
Goratir the linen wizard hat (1 def, 0 armour) Goratir the linen wizard hat (1 def, 0 armour)2.0 T1 head armor [Rare] Nature While equipped: Stats +6 Str +3 Wil +1 Cun dps ---------- Dmg.mod +10% fire ----- def ----- Defense +1 (+1 eff.) Resists +15% fire A pointy cloth hat, very wizardly... |
Magmapride (0 def, 3 armour) Magmapride (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Str +1 Dex +1 Cun ----- def ----- Armour +3 Fatigue +5% Resists +3% nature +9% fire Spell.save +9 (+5 eff.) Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 115.9 Physical damage. If the attack hits, the target is confused (26% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
bladed iron helm of constitution (+3) (0 def, 3 armour) =3con= bladed iron helm of constitution (+3) (0 def, 3 armour) =3con=3.0 T1 head armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +3 Str +3 Con ----- def ----- Armour +3 Fatigue +5% Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 115.9 Physical damage. If the attack hits, the target is confused (26% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
hardened leather cap 'Betadana' (5 def, 3 armour) hardened leather cap 'Betadana' (5 def, 3 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +2 Con dps ---------- Mind.crit +5% Mind.pwr +10 (+5 eff.) On Hit (Melee): * 20 arcane resource burn ----- def ----- Armour +3 Defense +5 (+5 eff.) Fatigue +3% Die.at -20.00 life Heal.mod +15% A cap made of leather. |
dwarven-steel mail armour of Eyal (3 def, 8 armour) dwarven-steel mail armour of Eyal (3 def, 8 armour)14.0 T3 heavy armor Reqs Heavy armour training [Ego+] Nature While equipped: ----- def ----- Armour +8 Defense +3 (+3 eff.) Fatigue +12% Max.HP +32.00 HP.reg +3.00 Heal.mod +13% A suit of armour made of mail. |
steel mail armour of the deep (2 def, 8 armour) steel mail armour of the deep (2 def, 8 armour)14.0 T2 heavy armor Reqs Heavy armour training [Ego+] Nature While equipped: ----- def ----- Armour +8 Defense +2 (+2 eff.) Fatigue +12% Resists +7% acid +5% cold ---------- misc Breathe water A suit of armour made of mail. |
Eel-skin armour (16 def, 0 armour) Eel-skin armour (16 def, 0 armour)9.0 T2 light armor [Unique] Nature While equipped: Stats +3 Cun +2 Dex ----- def ----- Defense +16 (+15 eff.) Fatigue +2% Resists +15% lightning Poison- +50% Pinning- +50% On Nature Hit: 10% Call Lightning 2 Call Lightning: Level 2.0 Pwr.cost 25 out of 50/50. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 30.19 to 90.56 lightning damage (60.37 average). The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
cleansing cured leather armour of fire resistance (6 def, 4 armour) cleansing cured leather armour of fire resistance (6 def, 4 armour)9.0 T2 light armor [Ego] Disrupt/Master While equipped: ----- def ----- Armour +4 Defense +6 (+6 eff.) Fatigue +7% Resists +11% blight +16% fire +11% nature A suit of armour made of leather. |
cured leather armour of cold resistance (6 def, 4 armour) cured leather armour of cold resistance (6 def, 4 armour)9.0 T2 light armor [Ego] Master While equipped: ----- def ----- Armour +4 Defense +6 (+6 eff.) Fatigue +7% Resists +17% cold A suit of armour made of leather. |
rejuvenating cured leather armour of stability (6 def, 4 armour) rejuvenating cured leather armour of stability (6 def, 4 armour)9.0 T2 light armor [Ego] Nature/Master While equipped: ----- def ----- Armour +4 Defense +6 (+6 eff.) Fatigue +7% Resists +6% physical Phys.save +13 (+6 eff.) HP.reg +2.50 ---------- misc Stam/turn +0.50 A suit of armour made of leather. |
rejuvenating rough leather armour (3 def, 2 armour) rejuvenating rough leather armour (3 def, 2 armour)9.0 T1 light armor [Ego] Nature While equipped: ----- def ----- Armour +2 Defense +3 (+3 eff.) Fatigue +6% HP.reg +2.00 ---------- misc Stam/turn +0.60 A suit of armour made of leather. |
rough leather armour 'Airjeer' (3 def, 2 armour) rough leather armour 'Airjeer' (3 def, 2 armour)9.0 T1 light armor [Rare] Master While equipped: dps ---------- Res.pen +15% lightning ----- def ----- Armour +2 Defense +3 (+3 eff.) Fatigue +6% Resists +15% fire Phys.save +3 (+1 eff.) Die.at -40.00 life Knockbk- +10% A suit of armour made of leather. |
troll-hide cured leather armour of acid resistance (6 def, 4 armour) troll-hide cured leather armour of acid resistance (6 def, 4 armour)9.0 T2 light armor [Ego+] Nature/Master While equipped: ----- def ----- Armour +4 Defense +6 (+6 eff.) Fatigue +7% Resists +16% acid Max.HP +36.00 HP.reg +4.90 Heal.mod +12% A suit of armour made of leather. |
impenetrable steel plate armour of acid resistance (0 def, 15 armour) impenetrable steel plate armour of acid resistance (0 def, 15 armour)17.0 T2 massive armor Reqs Massive armour training [Ego] Master While equipped: ----- def ----- Armour +15 Fatigue +22% Resists +18% acid A suit of armour made of metal plates. |
exposing steel shield of fire resistance (+17%) (0 def, 4 armour, 41.5 block) exposing steel shield of fire resistance (+17%) (0 def, 4 armour, 41.5 block)7.0 T2 shield armor Reqs Shield usage training [Ego] Master/Psionic Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- On Hit (Melee): * 5% chance to reduce all saves and defense by 13 On Melee Ret: * 15% chance to reduce all saves and defense by 13 ----- def ----- Armour +4 Fatigue +8% Resists +17% fire ---------- misc Talents +1 Block Handheld deflection devices. |
steel shield (0 def, 4 armour, 39 block) steel shield (0 def, 4 armour, 39 block)7.0 T2 shield armor Reqs Shield usage training [Normal] Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: ----- def ----- Armour +4 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
steel shield (0 def, 4 armour, 40.5 block) steel shield (0 def, 4 armour, 40.5 block)7.0 T2 shield armor Reqs Shield usage training [Normal] Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: ----- def ----- Armour +4 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
steel shield of the stars (0 def, 4 armour, 36.5 block) steel shield of the stars (0 def, 4 armour, 36.5 block)7.0 T2 shield armor Reqs Shield usage training [Ego+] Arcane Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +1 Cun +2 Mag dps ---------- Dmg.mod +11% light +11% darkness ----- def ----- Armour +4 Fatigue +8% Resists +12% light +11% darkness ---------- misc Talents +1 Block Handheld deflection devices. |
barbed quiver of ash arrows of crippling (17/17, 31-43 power, 7 apr) barbed quiver of ash arrows of crippling (17/17, 31-43 power, 7 apr)3.0 T2 arrow ammo Reqs Dex 16 [Ego++] Master Power 31.0 - 43.4 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +21.5% Capacity 17 On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Wound the target dealing 193 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
4 agate 4 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
97 alchemist agate 97 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
onyx onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
2 aquamarine 2 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
lapis lazuli lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+6 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+6 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
opal opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 topaz 2 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+4 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+4 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
dwarven-steel pickaxe 'Magmabliss' (dig speed 8 turns) dwarven-steel pickaxe 'Magmabliss' (dig speed 8 turns)3.0 T3 digger tool [Random Unique] Nature/Master While equipped: Stats +2 Str dps ---------- Dmg.mod +7% nature +12% fire ----- def ----- Armour +4 Defense +6 (+6 eff.) Resists +12% lightning +7% physical +7% darkness +10% blight +10% fire +13% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. It was hardened by the digestive sack. |
woodsman's iron pickaxe (dig speed 38 turns) woodsman's iron pickaxe (dig speed 38 turns)3.0 T1 digger tool [Ego] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +5% nature ----- def ----- Resists +10% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
5 spinel 5 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
alchemist's lamp of focus alchemist's lamp of focus1.0 T3 lite [Ego] Psionic While equipped: Stats +4 Wil dps ---------- Dmg.mod +7% mind ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
brass lantern brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
brass lantern of health brass lantern of health2.0 T1 lite [Ego] Nature While equipped: ----- def ----- Max.HP +40.00 ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
The Cog The Cog0.0 T3 mechanical cog [Legendary] Unknown While equipped: Stats +5 Cun +3 Wil 10% chances when you are hurt to negate the blow entirely. A tiny set of metal pieces. It seems to move on its own. |
Scrying Orb Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
2 garnet 2 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1) Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 214/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Weepstreaker (21/21, 34-40 power, 3 apr) Weepstreaker (21/21, 34-40 power, 3 apr)3.0 T3 shot ammo Reqs Dex 24 [Rare] Nature Power 33.5 - 40.2 Physical Uses 70% Dex, 50% Cun Acc+ +0.2% base dam (max 20%) Apr +3 Crit +5.0% Capacity 21 Ranged+ +19 lightning +4 nature On Hit.r1 +12 nature +12 fire On Crit.r2 +11 lightning +12 nature On Hit: * 20% chance to slow global speed by 38% Shots are used with slings to pummel your foes to death. |
pouch of steel shots of accuracy (15/15, 20-23 power, 2 apr) pouch of steel shots of accuracy (15/15, 20-23 power, 2 apr)3.0 T2 shot ammo Reqs Dex 16 [Ego] Master Power 19.5 - 23.4 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Acc +8 Apr +2 Crit +4.5% Capacity 15 Shots are used with slings to pummel your foes to death. |
pouch of steel shots of crippling (17/17, 22-26 power, 2 apr) pouch of steel shots of crippling (17/17, 22-26 power, 2 apr)3.0 T2 shot ammo Reqs Dex 16 [Ego+] Master Power 21.5 - 25.8 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +2 Crit +10.5% Capacity 17 On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Shots are used with slings to pummel your foes to death. |
psychokinetic pouch of steel shots of crippling (16/16, 22-26 power, 2 apr) psychokinetic pouch of steel shots of crippling (16/16, 22-26 power, 2 apr)3.0 T2 shot ammo Reqs Dex 16 [Ego++] Master/Psionic Power 21.5 - 25.8 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +2 Crit +10.5% Capacity 16 Ranged+ +9 physical On Hit: * 20% chance to knock the target back 3 spaces and deal 62 physical damage On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Shots are used with slings to pummel your foes to death. |
4 amethyst 4 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
yew wand of conjuration [power 250] (15 cooldown) yew wand of conjuration [power 250] (15 cooldown)2.0 T3 wand charm [Ego] Arcane Fire a magical bolt dealing 250 lightning damage Puts all charms on 15 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
7 ametrine 7 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 citrine 8 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
10 zircon 10 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Seele the Higher Doombringer level 17
26th Haze 122nd year of Ascendancy at 04:45 see stats
By Seele the Higher Doombringer level 16
8th Haze 122nd year of Ascendancy at 00:21 see stats
By Seele the Higher Doombringer level 6
78th Pyre 122nd year of Ascendancy at 03:10 see stats
By Seele the Higher Doombringer level 10
7th Flare 122nd year of Ascendancy at 16:02 see stats
By Seele the Higher Doombringer level 17
18th Haze 122nd year of Ascendancy at 23:18 see stats
By Seele the Higher Doombringer level 10
8th Flare 122nd year of Ascendancy at 02:05 see stats
By Seele the Higher Doombringer level 17
17th Haze 122nd year of Ascendancy at 09:01 see stats
By Seele the Higher Doombringer level 18
26th Haze 122nd year of Ascendancy at 17:03 see stats
Log
Xiyama the sand-drake uses Brain Storm.
Seele shrugs off the effect 'Blinded'!
Xiyama the sand-drake hits Seele for (19 abyssal shield), 19 lightning (19 total damage).
Neruletira the white ooze stops burning.
Xiyama the sand-drake is not stunned anymore.
Seele rearms.
Seele stops bleeding.
Seele is not stunned anymore.
Talent Surge of Power is ready to use.
Talent Flame of Urh'Rok is ready to use.
Burning from Seele hits Xiyama the sand-drake for 1 fire damage.
Seele receives 1 healing from Devouring flames from Seele.
Seele receives 1 healing from Devouring flames from Seele.
Seele's demonfire area effect hits Xiyama the sand-drake for 7 fire damage.
Seele's demonfire area effect hits Seele for (6 abyssal shield), 6 fire (6 total damage).
Seele's demonfire area effect hits Neruletira the white ooze for 11 fire damage.
Seele the level 18 higher doombringer was combusted to death by himself in some sort of fetish experiment gone wrong on level 1 of Sandworm lair.
Space restabilizes around you.
You have 2 life(s) left.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Seele's demonfire area effect killed Seele!
Saving game...
Saving done.
Talent Infusion: Movement is ready to use.
Talent Abduction is ready to use.
Talent Infusion: Healing is ready to use.
Ran for 2 turns (stop reason: interesting character).
Personal New Achievement: Utterly Destroyed (Nightmare (Adventure) difficulty)!